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Comments: 11
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Rating: 4.4737
Condition: Normal
ID: 672

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July 30, 2009, 10:49 am

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Forganthus
Cheka Man

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Tae Nijong, the Grasping Claw

By:

Grappling hooks have a tendency to miss their targets, or to simply give way. Now both of these problems are solved at once, with a hook that can think for itself!

A Tae Nijong is nothing more complex than a severed hand - usually from a Troll or other strong humanoid - attached to a long rope or chain with a handle on the other end. The rope is usually about 10 to 20 feet long, though some can reach up to 50 feet. Due to the nature of the item, each specific case varies in appearance, some using Troll claws and strong twine, others with Ogre hands and thick chain, and a few - the most expensive - with Dragon claws and magically extending ropes.

The inventor of the Tae Nijong, a clever but somewhat neurotic young Jutan enchanter by the name of Taiwoo Kin, first conceived the idea after an unsettling nightmare, in which he was chased across a massive bridge over nothingness by a million severed hands. Remembering how the hands scuttled disconcertingly up the vertical supports of the bridge, Kin borrowed a scrap monkey paw from the local butcher and set to work making it move.

The tale of Kin’s tribulations is recounted in full in the infamous The Tale of Taewoo Kin, but the eventual outcome of his experimentation was a magically animated hand, bewitched to go where its owner commands and fasten itself tightly, enabling the user to climb tricky obstacles or obtain normally unreachable objects.

Magical Properties:

The Tae Nijong is bewitched so that the hand portion of it is capable of basic thought and magically enabled sight (so actual visual receptors are not necessary). When one wishes to climb an obstacle, one simply notifies the hand of the exact location one wants it to secure itself to, and give it a toss in the general direction of the intended target.

The hand will then do its best to reach the intended destination, crawling along walls or up cliff edges, and will secure itself by grasping onto the target and testing its hold. If the hold is too weak, the hand will make a cursory attempt to find another one in the vicinity and, failing that, return to its owner if possible for another toss.

The Tae Nijong can also be used in combat to attach onto enemies from a distance, or just to give them a good beating and scratching without risk of personal harm. There are forms of Tae Nijong that are made specifically for combat, but these are often simply metal claws without magical powers, as they are cheaper, easier to wield and less fragile.

Some adventurers are a little nervous about traveling around with a magically animated claw in their packs, and so decide to keep the Tae Nijong tightly bound with leather straps or similar restraints. However, this often leads to a mistrust and belligerence from the severed hand, not a helpful trait in an item meant to protect its owners from falling to their deaths.

Other adventurers are rather nervous about trusting their fates to a disembodied hand in the first place. Such types need not acquire one.



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Codex

The Tale of Taewoo Kin By: Wogden ( Plots ) Discovery - Side-Quest

Lying prostrate on the floor, his documents and scrolls strewn beneath him, was Taewoo Kin - clearly dead, with gruesome marks around his neck that suggested strangulation by something of disturbingly inhuman origin…

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Comments ( 11 )
Commenters gain extra XP from Author votes.

Voted Cheka Man
July 31, 2005, 13:06
0xp
Very good. I think of the hand as dog-like...if treated well it will be totally loyal.
Wogden
July 31, 2005, 14:32
0xp
Precisely. You gotta show the hand some respect. Taewoo Kin didn't, and just look what happened to him! Sucker. ;)
MoonHunter
July 31, 2005, 15:06
0xp
This is a great item. It is generic and useful, yet it has a "historical"/ "legendary" origin. A couple of nice touches for this item.
Voted Roack
July 31, 2005, 17:14
0xp
I've heard of severed heads and hands, but never thinking ones. 5/5 for excellent creativity, background, and usage.
Shadoweagle
July 31, 2005, 20:15
1xp
Simplicity itself! Give me a good ol' severed hand over a magical artefact with all those new-fangled lights and special effects, anyday!

*Cue Adams Family Soundtrack*

4/5
Voted CaptainPenguin
July 31, 2005, 20:17
0xp
Very good.

4/5.
Voted Dragon Lord
August 2, 2005, 10:57
0xp
Can't add anything to what's already been said (dontcha just hate that) - great item - 5/5
Voted Strolen
August 27, 2005, 7:15
0xp
This is a good one! Opens up lots of different scenerios in my mind which is my favorite. Combined with the plot it rises above. Not sure if I would want to make them widely used or just have the one.
Voted Forganthus
May 30, 2012, 9:36
0xp
Lots of good uses for this thing. And I agree with Strolen, whether it is unique or commonplace makes it flavored very differently. I keep imagining ninjas with these things for some reason. . .

5/5
Voted Murometz
May 31, 2012, 22:33
0xp
Good for a Lankhmar campaign!

This passage is great...iSome adventurers are a little nervous about traveling around with a magically animated claw in their packs, and so decide to keep the Tae Nijong tightly bound with leather straps or similar restraints. However, this often leads to a mistrust and belligerence from the severed hand, not a helpful trait in an item meant to protect its owners from falling to their deaths./i

You have to be nice to it :)
Voted valadaar
March 3, 2014, 12:45
0xp
I like this - a cool item with lots of side details. The personality side to it is great!

Codex

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Random Idea Seed View All Idea Seeds

Hooper McFin's Two Shot Portal

       By: dudeington

Now, this ol' ramblin fellow tends to walk his talk a bit too far down the train sometimes.. So I'll be brief in my recantin' of how it was my Tavern "came to bein'" on the multiverse as a weave of it's own spell.. And how I'm even alive to tell the story!

You see it's simple really, trust me.. that's my specialty, keepin it elementary. And you can trust this old Bard.

Anyway, this one night these wizards get a ramblin' on about the temporal exististance of space and time and how it could be manifested in a weave of super dimensional space. whereupon the folded space would give rise to an infinite number of entrances and exits to one or many spaces. Now, seein' how my talkin' sometimes get's locked into the way us folks used to talk back in the ol' west. These wizards didn't know I was a master of the word. and I had heard everything they said. They were also a bit over the wagon, while I was steerin' the show.

So that's how it came to pass, I struck a bargain with the wizards. They come to me in the morning and conjure up their idea into reality and I'd pledge them my life, my existance.. in essence my soul. but in a much nicer sense of the word. So they came by in the morning a half remembering our talks the prior evenin'. And I recanted their words verbatum, and that's how it came to be. The spell was complete that afternoon. My tavern would be the super dimensional cube that would exist in this weave of space and time, folks could come and go as they please, knowin in mind some of the rules and limitations set forth.

A few of 'em as follows.

No feller can be causin a ruckus inside any of my fine establishments, as always rule number one god damnit.

n' second the portal works kinda tricky. When ya outside ya cast the spell and lend your will to luck a bit and regardless the doors to the bar will appear, the windows a luminescent amber.. you can hear the chattee but ya can't see in. And the catch is the door might be locked, in which case you chalk it up to lady luck and go walk off and try again in an hour. Now most times the door pops right open and from the outside you always come in the front door, immediately greeted by myself or one of our many fine patrons of Hooper McFin's Ale & Steakhouse.

Now when ya cast the spell from inside the Tavern, another catch comes up. The back door is mainly a secret for the non-initiated staff and the regulars but for sake of the prose let's assume we all know there's a secret door in the back with a portal there. Now when you go on through this one, you got two scenario's you oughta be aware of. One is ya pop outside relative to the same spot you came out. The other is, you walk back on into this one or another of our many Hooper McFin's Ale & Steakhouse.

so it's a clever quantum railroad I got my tavern and my people's caught on. But, Hey the show's sure as always goin. ohhh' rutin tootin skidoodle -

** And that's it.. that's the only notes I found on the spell, apparently out there somewhere is a Tavern caught on the mighty ebb and flow of the multiverse. Well. at least I can put to rest my torment as to the condition now referred to as "Hooper McFin's Teleportation Paranoia".

Dr. Clarke T. Mulligan - Professional researcher of Time & Space.

Hooper McFin's Ale & Steakhouse

Ideas  ( System ) | June 21, 2015 | View | UpVote 4xp


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